#include "common.h"
#include "lmodel.h"
#include "shadow.h"
struct _input {
float2 tc:TEXCOORD0;
float4 tcJ:TEXCOORD1;
float2 LT:TEXCOORD2;
float2 RT:TEXCOORD3;
float2 LB:TEXCOORD4;
float2 RB:TEXCOORD5;
};
float4 main(_input I):COLOR {
float4 _P=tex2D(s_position,I.tc);
half4 _N=tex2D(s_normal,I.tc);
half m=xmaterial;
#ifndef USE_R2_STATIC_SUN
m=_P.w;
# endif
half4 light=plight_infinity(m,_P,_N,Ldynamic_dir);
half4 s_sum;
s_sum.x=tex2D(s_smap,I.LT).x;
s_sum.y=tex2D(s_smap,I.RT).y;
s_sum.z=tex2D(s_smap,I.LB).z;
s_sum.w=tex2D(s_smap,I.RB).w;
half s=dot(s_sum,1.h/4.h);
return Ldynamic_color*light*s;
}